Lumiera
0.pre.03
»edit your freedom«
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Go to the source code of this file.
Building block of the backbone of the low-level (render node) model.
WIP 6/2023 now actually in implementation due to »Playback Vertical Slice«
Datastructure as such is settled; memory allocation and remoulding of an existing Segmentation remains future work as of 6/2023
Definition in file segment.hpp.
#include "steam/common.hpp"
#include "steam/fixture/node-graph-attachment.hpp"
#include "steam/mobject/explicitplacement.hpp"
#include "steam/engine/job-ticket.hpp"
#include "lib/allocator-handle.hpp"
#include "lib/time/timevalue.hpp"
#include "lib/util.hpp"
#include <utility>
#include <deque>
#include <tuple>
Classes | |
class | Segment |
For the purpose of building and rendering, the fixture (for each timeline) is partitioned such that each segment is structurally constant. For each segment there is a RenderGraph (unit of the render engine) which is able to render all ExitNode(s) for this segment. More... | |
Namespaces | |
steam | |
Steam-Layer implementation namespace root. | |
steam::fixture | |
Fixture and low-level-Model. | |